Captain
Join Date: Jun 2012
Posts: 1,487
# 41
04-07-2013, 12:06 PM
Quote:
Originally Posted by loading159 View Post
I use APO 3, APD 2, and two con officers that reduce , APO, APB, APD all by 15%
when this combo is used I get APO every 15 seconds
when I use APO x 2 with those two con officers I found I could not use APO as often even thoguh I had two. (unless this changed recently)

and the MVAM has always been able to get 31 turn with its console since it was released, just now the pilot has more choice when he/she wants to use it and not use it. also I do not see how it is unfair, the buff to turn rate makes the ship weaker like a bop anyway.
It has higher sustain/dogfighter damage potential than a BoP, and if iirc particular the Fleet MVAE has a much higher base hull and shield mod not sure if the console's hull/shield reductions bring it in line w/Raiders anymore. In addition to the AP reduction doffs, EPtX doff reductions could be used w/a slot to boost w/e Sci skill is slotted.

Still, idk that it's any more dangerous than a Bug, Andorian ships, or even Aux2batt Heavy Escort Carriers.

Sci B'rels still have a Sci spam role and there's still a couple of unique Alpha combos only a Raider can pull off, but those are fewer and fewer these days.

The dog fighting days of raiders has been over for awhile now, this change doesn't help/hurt that style of play in the bigger picture.
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Lt. Commander
Join Date: Sep 2012
Posts: 166
# 42
04-07-2013, 12:18 PM
Quote:
Originally Posted by p2wsucks View Post
It has higher sustain/dogfighter damage potential than a BoP, and if iirc particular the Fleet MVAE has a much higher base hull and shield mod not sure if the console's hull/shield reductions bring it in line w/Raiders anymore. In addition to the AP reduction doffs, EPtX doff reductions could be used w/a slot to boost w/e Sci skill is slotted.

Still, idk that it's any more dangerous than a Bug, Andorian ships, or even Aux2batt Heavy Escort Carriers.

Sci B'rels still have a Sci spam role and there's still a couple of unique Alpha combos only a Raider can pull off, but those are fewer and fewer these days.

The dog fighting days of raiders has been over for awhile now, this change doesn't help/hurt that style of play in the bigger picture.
Ah now we are getting down to play style I suppose. but thats for another thread.

Im curious if people will use saucer sep more with this change though?
Captain Moe
U.S.S. Prometheus
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Join Date: Jun 2012
Posts: 6,954
# 43
04-07-2013, 12:27 PM
Quote:
Originally Posted by dova25 View Post
"the MVAM has 16 base, and will end up in the high 30s with no turn consoles. the +15 helps, but any turn consoles still are working off the 16 base, and it can only slot 2."

Brel has 21 base turn and i admit i don't have a MVAM but from figures you posted it seems 15+16=31
Is something I am missing ?
the +15 is a flat increase, it doesn't change its base turn rate to 31. thats why on something like the galaxy class, when it separates turn consoles still do almost no increase in turning

a ship with a base of 16 turn rate after typical specing is at LEAST at 31 turn already. the beta section will end up at about 50 turn, which is bug territory. a bug with several turn consoles, all multiplying off a base 20 turn rate, will have a dramatically higher effect per turn console though
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Captain
Join Date: Nov 2012
Posts: 585
# 44
04-07-2013, 06:17 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
the +15 is a flat increase, it doesn't change its base turn rate to 31. thats why on something like the galaxy class, when it separates turn consoles still do almost no increase in turning

a ship with a base of 16 turn rate after typical specing is at LEAST at 31 turn already. the beta section will end up at about 50 turn, which is bug territory. a bug with several turn consoles, all multiplying off a base 20 turn rate, will have a dramatically higher effect per turn console though
Have you tried equipping the turn consoles after seperating? With the Oddy they boost the seperated turn rate based on what the base turn rate was when they were equipped, working off of 6 if equipped while in normal mode, and... whatever its separated turn rate is if equipped after saucer separation occurs.
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Ensign
Join Date: Feb 2013
Posts: 25
# 45
04-07-2013, 07:12 PM
A 10 minute timer for a console ability is pretty unreasonable so I'm glad for the change.

In fact I'm pleasantly surprised by both this change and the fix to the visual problems of MVAM that were done the other week.

It's been a long time coming.

And the turning might be awesome but it's still costing 10% hull and shield and uses up a console slot. It's not like the bug which has that turning without any drawback.
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